Game system for providing video game situation-solving information online

ABSTRACT

During execution of a game program, in response to a manipulation by a player, each game terminal requests a situation-solving information server to supply situation-solving information. In sending such a request, each game terminal also sends game progress information such as a current scene (map No.), a standstill time at the same scene, and the number of times of requesting of situation-solving information for the same scene. In response to the request from each game terminal, the situation-solving information server judges the level of each player based on the game progress information, extracts situation-solving information whose content is suitable for the level, and supplies it to the request source game terminal. Each game terminal displays the situation-solving information thus received.

[0001] The present disclosure relates to subject matter contained in Japanese Patent Application No. 2000-012313, filed on Jan. 20, 2000, the disclosure of which is expressly incorporated herein by reference in its entirety.

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] The present invention relates to a method for providing video game situation-solving information online, a computer-readable recording medium on which a program for realizing such a method is recorded, a game system, and a server apparatus and a game terminal used in a game system.

[0004] 2. Description of the Related Art

[0005] In recent years, as typified by the case of role-playing games (RPGs), a game scenario is full of situations to be solved that are at various levels of difficulty. A common measure that is taken by a player who cannot find a situation-solving method by his own ability is to acquire necessary situation-solving information (e.g., hint or “walkthrough” information) from a game magazine or a strategy book that is marketed by a maker.

[0006] For example, Japanese Patent Laid-Open No. 179050/1999 discloses a technique for providing situation-solving information in the video game field. This publication discloses an information recording medium in which software that determines, based on play data of a user, a situation-solving information providing range in such a manner as to avoid situation-solving information for a location that the player is about to tackle is stored. This publication also discloses a game system in which a host apparatus and a game terminal are connected to each other via a communication line and the game terminal that is to be supplied with situation-solving information from the host apparatus determines a providing range in such a manner as to avoid situation-solving information for a location that a player is about to tackle and displays situation-solving information.

[0007] Techniques for acquiring video game situation-solving information over a communication line have already been proposed as exemplified by the above publication. However, if only unique situation-solving information can be acquired based on play data of a game under progress, the only difference from the case of acquiring situation-solving information from a game strategy book, a game magazine, etc. is the manner of providing situation-solving information. It is convenient indeed that a computer automatically selects proper situation-solving information and provides it. However, since there is no difference between situation-solving information itself provided by a computer and that provided by a book, it is not always the case that situation-solving information provided is proper situation-solving advice that is suitable for game experiences, game knowledge, game situation-solving knowledge, etc. of a player at the time of provision of the information.

SUMMARY OF THE INVENTION

[0008] An object of the present invention is to provide to a method for providing video game situation-solving information online, the method being capable of providing proper situation-solving advice that is suitable for game experiences, game knowledge, game situation-solving knowledge, etc. of a player at the time of provision of the situation solving information, as well as to a computer-readable recording medium on which a program for realizing such a method is recorded, a game system, and a server apparatus and a game terminal used in a game system.

[0009] To attain the above object by solving the above problem, according to a first aspect of the invention, there is provided a method for supplying situation-solving information online from a server apparatus to game terminals. Under the control of the server apparatus, when receiving a request for situation-solving information from one of the game terminals, the method includes extracting, from pieces of situation-solving information that are stored in advance, situation-solving information that is suitable for a status indicated by current and past game progress information that has been sent together with the request. The extracted situation-solving information is supplied to the game terminal as a reply to the request. Under the control of each of the game terminals, when requesting the server apparatus to supply situation-solving information(in response to a manipulation by a player), sending the server apparatus current game progress information and past game progress information that is already stored, and storing the current game progress information. When receiving situation-solving information from the server apparatus as a reply to the request, the method displays the received situation-solving information, whereby supply of situation-solving information is realized.

[0010] According to a second aspect of the invention, there is provided a method for supplying situation-solving information online from a server apparatus to game terminals. Under the control of the server apparatus, when receiving a request for situation-solving information from one of the game terminals, the method includes determining a game progress status based on current and past game progress information that has been sent together with the request. From pieces of situation-solving information that are stored in advance so as to be classified into levels that are correlated with game progress statuses, situation-solving information of a level that is correlated with the determined game progress status is extracted. The extracted situation-solving information to the game terminal is supplied as a reply to the request. Under the control of each of the game terminals, when requesting the server apparatus to supply situation-solving information (in response to a manipulation by a player), the method includes sending the server apparatus current game progress information and past game progress information that is already stored, and storing the current game progress information. When receiving situation-solving information from the server apparatus as a reply to the request, the method displays the received situation-solving information, whereby supply of situation-solving information is realized.

[0011] According to a third aspect of the invention, there is provided a method for supplying situation-solving information online from a server apparatus to game terminals. Under the control of the server apparatus, the method includes recording a frequency of requesting of situation-solving information for each of locations where an event may occur as a game proceeds; when receiving a request for situation-solving information from one of the game terminals, from pieces of situation-solving information that are stored in advance so as to be correlated with the event occurring locations, situation-solving information that is suitable for a status indicated by game progress information that has been sent together with the request and includes information indicating an event occurring location and a recorded frequency of requesting that corresponds to the event occurring location is extracted. The extracted situation-solving information is supplied to the game terminal as a reply to the request. Under the control of each of the game terminals, when requesting the server apparatus to supply situation-solving information (in response to a manipulation by a player), the method includes sending the server apparatus game progress information that includes information indicating an event occurring location. When receiving situation-solving information from the server apparatus as a reply to the request, the method displays the received situation-solving information, whereby supply of situation-solving information is realized.

[0012] According to a fourth aspect of the invention, there is provided a computer-readable recording medium on which a program for realizing a method for supplying situation-solving information online from a server apparatus to game terminals is recorded, the program causing a computer to execute (under the control of the server apparatus), when receiving a request for situation-solving information from one of the game terminals, extracting, from pieces of situation-solving information that are stored in advance, situation-solving information that is suitable for a status indicated by current and past game progress information that has been sent together with the request. The program further causes the computer to execute supplying the extracted situation-solving information to the game terminal as a reply to the request; and under the control of each of the game terminals, when requesting the server apparatus to supply situation-solving information (in response to a manipulation by a player), sending the server apparatus current game progress information and past game progress information that is already stored, and storing the current game progress information. The program still further causes the computer, when receiving situation-solving information from the server apparatus as a reply to the request, to execute displaying the received situation-solving information, whereby supply of situation-solving information is realized.

[0013] According to a fifth aspect of the invention, there is provided a recording medium on which a program for realizing a method for supplying situation-solving information online from a server apparatus to game terminals is recorded, the program causing a computer to execute (under the control of the server apparatus), when receiving a request for situation-solving information from one of the game terminals, determining a game progress status based on current and past game progress information that has been sent together with the request. The program further causes the computer to execute extracting, from pieces of situation-solving information that are stored in advance so as to be classified into levels that are correlated with game progress statuses, situation-solving information of a level that is correlated with the determined game progress status; and supplying the extracted situation-solving information to the game terminal as a reply to the request; and under the control of each of the game terminals, when requesting the server apparatus to supply situation-solving information (in response to a manipulation by a player), sending the server apparatus current game progress information and past game progress information that is already stored, and storing the current game progress information. The program still further causes the computer, when receiving situation-solving information from the server apparatus as a reply to the request, to execute displaying the received situation-solving information, whereby supply of situation-solving information is realized.

[0014] According to a sixth aspect of the invention, there is provided a computer-readable recording medium on which a program for realizing a method for supplying situation-solving information online from a server apparatus to game terminals is recorded, the program causing a computer to execute (under the control of the server apparatus), recording a frequency of requesting of situation-solving information for each of locations where an event may occur as a game proceeds. The program further causes the computer, when receiving a request for situation-solving information from one of the game terminals, to execute extracting, from pieces of situation-solving information that are stored in advance so as to be correlated with the event occurring locations, situation-solving information that is suitable for a status indicated by game progress information that has been sent together with the request and includes information indicating an event occurring location and a recorded frequency of requesting that corresponds to the event occurring location. Still further, the program causes the computer to execute supplying the extracted situation-solving information to the game terminal as a reply to the request; and under the control of each of the game terminals, when requesting the server apparatus to supply situation-solving information (in response to a manipulation by a player), sending the server apparatus game progress information that includes information indicating an event occurring location. The program further causes the computer, when receiving situation-solving information from the server apparatus as a reply to the request, to execute displaying the received situation-solving information, whereby supply of situation-solving information is realized.

[0015] According to a seventh aspect of the invention, there is provided a game system in which situation-solving information is supplied online from a server apparatus to game terminals. The system includes the server apparatus for recording a frequency of requesting of situation-solving information for each of locations where an event may occur as a game proceeds. When receiving a request for situation-solving information from one of the game terminals, the server apparatus extracts, from pieces of situation-solving information that are stored in advance so as to be correlated with the event occurring locations, situation-solving information that is suitable for a status indicated by game progress information that has been sent together with the request and includes information indicating an event occurring location and a recorded frequency of requesting that corresponds to the event occurring location. The server apparatus supplies the extracted situation-solving information to the game terminal as a reply to the request. The system also includes game terminals each for, when requesting, in response to a manipulation by a player, the server apparatus to supply situation-solving information, sending the server apparatus game progress information that includes information indicating an event occurring location. When receiving situation-solving information from the server apparatus as a reply to the request, the game terminals display the received situation-solving information.

[0016] According to an eighth aspect of the invention, there is provided a server apparatus used in a game system in which situation-solving information is supplied online from the server apparatus to game terminals, including a recording device that records a frequency of requesting of situation-solving information for each of locations where an event may occur as a game proceeds. An extracting device extracts, when a request for situation-solving information is received from one of the game terminals, from pieces of situation-solving information that are stored in advance so as to be correlated with the event occurring locations, situation-solving information that is suitable for a status indicated by game progress information that has been sent together with the request and includes information indicating an event occurring location and a frequency of requesting that is recorded in the recording means and corresponds to the event occurring location. A supplying device supplies the situation-solving information extracted by the extracting device to the game terminal as a reply to the request.

[0017] According to a ninth aspect of the invention, there is provided a game terminal used in a game system. In the game system, situation-solving information is supplied online from a server apparatus to the game terminal(s) and the server apparatus records a frequency of requesting of situation-solving information for each of locations where an event may occur as a game proceeds. The server apparatus extracts, when receiving a request for situation-solving information from one of the game terminals, from pieces of situation-solving information that are stored in advance so as to be correlated with the event occurring locations, situation-solving information that is suitable for a status indicated by game progress information that has been sent together with the request and includes information indicating an event occurring location and a recorded frequency of requesting that corresponds to the event occurring location. The server apparatus supplies the extracted situation-solving information to the game terminal as a reply to the request. The game terminal includes a requesting device that sends the server apparatus game progress information including information that indicates an event occurring location in requesting, the server apparatus to supply situation-solving information (in response to a manipulation by a player). The game terminal further includes a display that displays, when situation-solving information is received from the server apparatus as a reply to the request, the received situation-solving information.

BRIEF DESCRIPTION OF THE DRAWINGS

[0018]FIG. 1 is a block diagram showing a system as a whole according to a first embodiment of the present invention;

[0019]FIG. 2 illustrates an example of game progress information to be registered in the first embodiment;

[0020]FIG. 3 is a table showing an exemplary matched level judgment table according to the first embodiment;

[0021]FIG. 4 is a table showing an exemplary situation-solving information database according to the first embodiment;

[0022] FIGS. 5A-5E illustrate an example of how picture transitions occur (on the game terminal side) in acquiring situation-solving information according to the first embodiment;

[0023] FIGS. 6A-6F show examples of situation-solving information corresponding to respective levels in the first embodiment;

[0024]FIG. 7 is a flowchart showing correspondence between exemplary operations of one game terminal and a game server in the first embodiment;

[0025]FIG. 8 is a flowchart showing correspondence between exemplary operations of one game terminal and a situation-solving information server in the first embodiment;

[0026]FIG. 9 is a block diagram showing an exemplary configuration of each game terminal according to the first embodiment;

[0027]FIG. 10 is a chart showing a communication procedure according to a second embodiment of the invention;

[0028]FIG. 11 is a flowchart showing a level reconstruction operation with polling according to the second embodiment;

[0029]FIG. 12 shows an example of level reconstruction according to the second embodiment; and

[0030]FIG. 13 is a flowchart showing a situation-solving information providing operation performed at the time of polling according to the second embodiment.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0031] Embodiments of the present invention will be hereinafter described in detail with reference to the accompanying drawings.

[0032]FIG. 1 is a block diagram showing a system as a whole according to a first embodiment of the invention. As shown in FIG. 1, this system is configured in such a manner that game terminals 1, a game server 2, a situation-solving information server 3, etc. are connected to a network 4. Communication is performed over the network 4.

[0033] The technologies of commercial networks, the Internet, etc. can be applied to this system. In such a case, an environment is necessary that allows a user to receive service after being authenticated by establishing a dial-up (or permanent) connection from each game terminal 1 to a nearby server. To access the network 4, it is necessary to connect to a provider via a (dial-up or always-on) modem.

[0034] The individual apparatuses will be described below. As shown in FIG. 1, each game terminal 1 is provided with a recording medium 11, where a game program 11A, a situation-solving information acquiring program 11B, game progress information 11C, a user ID 11D that is necessary for user authentication, etc. are stored. The recording medium 11 may be a hard disk drive.

[0035] The recording medium 11 maybe supplied with the game program 11A from a disc medium such as a CD-ROM, a DVD, or a floppy disk. The game program 11A is a game program dedicated to on-line play or off-line play.

[0036] The situation-solving information acquiring program 11B has a function of having situation-solving information supplied by requesting the situation-solving information server 3 to supply situation-solving information and sending the game progress information 11C to it. Situation-solving information is requested mainly in response to a manipulation by a player. Each piece of the game progress information 11C, which is information to be provided in requesting the situation-solving information server 3 to supply situation-solving information, consists of a scene, for example, a map No., that indicates the degree of progress of a game being played by a player, a standstill time with the same map, the number of times of requesting with the same map, etc. The user ID 11D is used for checking, in receiving a service, whether the user is a legitimately registered user.

[0037] To use each game terminal 1 as a client of each server, a display 12 for image display and sound output and a key-pad 13 for manipulation input by a user are connected to each game terminal 1. Various services are provided through the display 12 and controlled through the key-pad 13.

[0038] As shown in FIG. 1, the game server 2 is provided with an event information database 21, a server engine 22 having a function to serve as a user authentication section 23, and other components. The game server 2 controls an on-line game by using a function of the server engine 22 and provides event information that is stored in the event information database 21, for example, in accordance with the progress of a game being played by each player.

[0039] A service that makes it possible to recognize whether users are connected to each other over a network is already provided by major commercial networks etc. Examples of techniques relating to such a service are ICQ and instant messaging. The invention can further provide an environment that makes it possible to recognize, in a game space, how a service is being used between users.

[0040] As shown in FIG. 1, the situation-solving information server 3 is provided with a situation-solving information database 31, a server engine 32, etc. The situation-solving information server 3 controls provision of situation-solving information by using a function of the server engine 32, and extracts optimum situation-solving information from among the pieces of situation-solving information stored in the situation-solving information database 31 and supplies it to a request source game terminal 1.

[0041] The server engine 32 is provided with a matched level judgment table 33, a user authentication section 34, etc. The matched level judgment table 33 is used for determining a level suitable for a player based on game progress information that is sent from a game terminal 1 when situation-solving information is requested. The server engine 32 extracts situation-solving information corresponding to the determined level from the situation-solving information database 31 and sends it back to a request source game terminal 1.

[0042] The matched level judgment table 33, which is used for judging the severeness (severity) of standstill (e.g., a “standstill” being when a user is “stuck” in a particular situation) of a player based on game progress information, expresses the severity of standstill in the form of a level. A user authentication section 34 judges whether the user is registered based on a user ID that is supplied from a game terminal 1.

[0043] To enable extraction of situation-solving information corresponding to a determined level of the matched level judgment table 33, levels and pieces of situation-solving information are registered in the situation-solving information database 31 so as to be correlated with each other.

[0044] Next, the game progress information 11C will be described in detail. FIG. 2 illustrates an example of game progress information to be registered. For example, as shown in FIG. 2, a mapNo., a standstill time, the number of times of requesting, etc. are registered as each piece of game progress information 11C so as to be correlated with a date and time when situation-solving information is requested. That is, game progress information is added every time situation-solving information is requested.

[0045] The map No. means position information of a scene being played by a player. Based on the map No., the situation-solving information server 3 can judge in what event a player is stuck. The standstill time means a count indicating an accumulation of elapsed times with a map No. where situation-solving information is requested every time repeatedly. The standstill time means current and past game progress information because past standstill times are referred to. The number of times of requesting means a count indicating an accumulation of the numbers of times of requesting with a map No. where situation-solving information is requested repeatedly (every time) . The number of times of requesting means current and past game progress information because past numbers of times of requesting are referred to.

[0046] As shown in FIG. 2, the past four pieces of game progress information show that situation-solving information was requested first on Jan. 1, 2000 and then on the 8th, 9th, and 10th day of January. On Jan. 1, a request was sent at 3:30 a.m. and the map No. was “2” at that time. The next request was made on Jan. 8 at 8:10 p.m. (20:10) and the map No. was “4” at that time. It is seen that the player took eight days (starting from Jan. 1) to advance from the map No. 2 to the map No. 4. In the game progress information corresponding to Jan. 8, 2000 when a request was made with respect to the map No. 4, the standstill time is 0 hour and the number of times of requesting is still one.

[0047] On Jan. 9 at 10:10 p.m., situation-solving information was requested with respect to the same map No. 4 as in the previous time. From the fact that the standstill time is 2 hours, it is seen that the player was stuck with the same map. The occurrence of the request of this date increased the number of times of requesting with respect to the map No. 4 to two.

[0048] The latest game progress information shows that the player requested situation-solving information still with respect to the same map No. 4. As a result, for the map No. 4, a total standstill time of 5 hours and a total number of times of requesting that is three were registered.

[0049] In the above manner, every time situation-solving information is requested, a map No. where a player is stuck, an accumulated standstill time, and a total number of times of requesting are registered, whereby a game progress status can be recognized at a glance. This embodiment makes it possible to acquire optimum situation-solving information by using the game progress information 11C.

[0050] Next, a detailed description will be made of the matched level judgment table 33 that is held by the situation-solving information server 3. FIG. 3 is a table showing an example of the matched level judgment table 33. As shown in FIG. 3, the number of times of requesting is classified for each map No. and the standstill time is classified for each range of the number of times of requesting. Levels are correlated with the respective ranges of the standstill time.

[0051] For example, for the map No. 1, the number of times of requesting is classified into three ranges of 1-2 times, 3-5 times, and 6 or more times. The range of 1-2 times, for which the standstill time is not taken into consideration, is correlated with only a matched level D. Similarly, the range of 3-5 times, for which the standstill time is not taken into consideration, is correlated with only a matched level C.

[0052] For the range of 6 or more times, the standstill time is classified into two ranges, that is, “less than one week” and “one week or more.” The range of “less than one week” is correlated with a matched level B and the range of “one week or more” is correlated with a matched level A.

[0053] As described above, in the case of the map No. 1, levels A-D are assigned. As the level changes in order from level D to level A, the severity of standstill of a player increases and more detailed situation-solving information is provided gradually.

[0054] For the map No. 4, the number of times of requesting is classified into four ranges that are 1 time, 2-3 times, 4 times, and 5 or more times. The range of 1 time, for which the standstill time is not taken into consideration, is correlated with only a matched level F. For the range of 2-3 times, the standstill time is classified into two ranges that are “less than 24 hours” and “24 hours or more,” which are correlated with matched levels E and D, respectively.

[0055] For the range of 4 times, the standstill time is classified into two ranges that are “less than 36 hours” and “36 hours or more,” which are correlated with matched levels C and B, respectively. The range of 5 or more times, for which the standstill time is not taken into consideration with importance given to the number of times of requesting, is correlated with only a matched level A.

[0056] As described above, in the case of the map No. 4, levels A-F are assigned. As the level changes in order from level F to level A, the severity of standstill of a player increases and more detailed situation-solving information is provided gradually.

[0057] Although in the above example the number of levels varies depending on the map, naturally the number of levels maybe fixed.

[0058] Next, a detailed description will be made of the situation-solving information database 31 that is held by the situation-solving information server 3. FIG. 4 is a table showing an example of the situation-solving information database 31. As shown in FIG. 4, pieces of situation-solving information are stored in the situation-solving information database 31 so as to be correlated with respective levels for each map No. As described above, the four levels A-D are provided for the map No. 1. Therefore, pieces of situation-solving information STA1, STB1, STC1, and STC1 are registered so as to be correlated with the respective levels A, B, C, and D. The six levels A-F are provided for the map No. 4. Therefore, pieces of situation-solving information STA4, STB4, STC4, STD4, STE4, and STF4 are registered so as to be correlated with the respective levels A, B, C, D, E, and F.

[0059] Each piece of situation-solving information is denoted in the form of ST+level i+map No. j, that is “STij.” For example, i is equal to A in the case of level A and j is equal to 4 in the case of the map No. 4; the situation-solving information is denoted by STA4.

[0060] Next, the procedure for acquiring situation-solving information will be described. FIGS. 5A-5E illustrate an example of how picture transitions occur (on the game terminal side) in acquiring situation-solving information. When a player plays a game (see FIG. 5A), a menu window 100 is displayed upon a manipulation on the key-pad (see FIG. 5B). The menu window 100 includes an item “situation-solving information” to be used for requesting situation-solving information.

[0061] If the player moves the cursor on the menu window 100 and performs a manipulation of selecting the item “situation-solving information” (see FIG. 5C), game progress information is sent to the situation-solving information server 3 together with a request for situation-solving information. Optimum situation-solving information is supplied as a reply. A situation-solving information picture 101 is formed on the screen, and a situation-solving information description 101 a and a computer graphic image 101 b are displayed in the situation-solving information picture 101 (see FIG. 5D) . Where situation-solving information is provided to occupy several pages, icons for page switching (e.g., a “next page” icon and a “return” icon) are also displayed. Naturally, the game terminals 1 may be so configured that all of such situation-solving information is displayed by scrolling.

[0062] It is assumed that the player can arbitrarily determine whether to store the situation-solving information in his own game terminal 1. If the player performs a manipulation of finishing the process for acquiring situation-solving information, the displayed picture returns to the game picture (see FIG. 5E).

[0063] Next, the situation-solving information will be described in detail. FIGS. 6A-6F show examples of situation-solving information corresponding to respective levels. FIGS. 6A-6F show contents of the situation-solving information STF4, STE4, STD4, STC4, STB4, and STA4, respectively. Pieces of advice of situation-solving information for the same map No. are different in specificity depending on the level. The six levels are provided for the map No. 4 and the content of situation-solving information becomes more specific as the level changes in order toward level A.

[0064] In the example of FIGS. 6A-6F, at the stage of level F (situation-solving information STF4), a hint-like content “To defeat the opponent character, search for an item.” is presented (see FIG. 6A). At the one-step higher stage of level E (situation-solving information STE4), a content “Hold out some more!” that requests the player to make more effort is presented (see FIG. 6B).

[0065] At the stage of level D (situation-solving information STD4) , a content “To defeat the opponent character, search for an item. Go to Y town!” that informs the player of a specific destination is presented (FIG. 6C). This situation-solving information is a little more specific than at the stage of level D, which may contribute to solving the standstill. To a player who can proceed to the next step by using the situation-solving information of this level, the information so far provided is sufficient.

[0066] At the stage of level C (situation-solving information STC4), a content “To defeat the opponent character, search for an item. Go to the northeast part of Y town!” that specifies not only the town but also the area of the town is presented (see FIG. 6D). This makes it possible to guide a player more quickly to the place where the item is hidden.

[0067] A player who cannot find the item even at the stage of level C is provided with the situation-solving information STB4 of level B. At this stage, a content “Item X is necessary to defeat the opponent character. Go to the northeast part of Y town!” that specifies what item is necessary in addition to the town and its area is presented (see FIG. 6E). This provides a merit that a player can image the object to be acquired.

[0068] Finally, the situation-solving information STA4 of level A is provided. At this stage, a content “Item X that is necessary to defeat the opponent character exists at the base of a tree that exists in the northeast part of Y town.” that is almost the same as the answer is presented (see FIG. 6F). With priority given to a player's advancing to the next step, more specific situation-solving information like the answer may be presented.

[0069] Next, the operation of the game system will be described. FIG. 7 is a flowchart showing correspondence between exemplary operations of one game terminal 1 and the game server 2 in this embodiment. FIG. 8 is a flowchart showing correspondence between exemplary operations of one game terminal 1 and the situation-solving information server 3 in this embodiment.

[0070] First, the manner of user authentication will be described in detail with reference to FIG. 7. In a game terminal 1, in receiving an on-line game service, to establish a connection to the game server 2 a user ID is sent to the game server 2 in response to a manipulation by a player (step S11).

[0071] In response, the game server 2 performs user authentication based on the user ID that has been sent from the game terminal 1 (step S21). If there occurs no problem, a permission notice is sent back (step S22). Thereafter, while recognizing the position in the game space by cooperating with the game terminal 1, the game server 2 performs control of, for example, generating events depending on how the player advances a game.

[0072] The game terminal 1 can start the on-line game upon receiving the permission from the game server 2 (step S12). Thereafter, the game terminal 1 communicates with the game server 2.

[0073] As described above, in using a non-line game, it is necessary for each game terminal 1 to perform an operation for user authentication with the game server 2.

[0074] Next, how situation-solving information is requested and supplied will be described in detail with reference to FIG. 8. It is assumed that either an on-line game or an off-line game is played in a game terminal 1. Where a non-line game is played, it is assumed that an operation for user authentication is performed between the game terminal 1 and the game server 2 at a start of the game. On the other hand, where an off-line game is played, it is assumed that an operation for user authentication is performed between the game terminal 1 and the game server 2 at a stage when situation-solving information is requested.

[0075] In the game terminal 1, if a menu request manipulation is performed during execution of a game (step S101), a menu is displayed on the display screen as shown in FIG. 5B, for example (step S102). If situation-solving information is requested by a further manipulation (yes route of step S103), game progress information to be sent to the situation-solving information server 3 is generated (step S104).

[0076] The generated game progress information is sent to the situation-solving information server 3 together with a request for situation-solving information (step S105). A date and time of the transmission at step S105, a map No. that was sent at step S105, a calculated standstill time, and a calculated number of times of requesting are registered so as to be correlated with each other as shown in FIG. 2 (step S106).

[0077] If a reply from the situation-solving information server 3 to the request for situation-solving information arrives, the game terminal 1 receives the relay, that is, situation-solving information (step S107) and displays it on the display 12 as shown in FIG. 5D (step S108). If the player performs a manipulation for finishing the display of the situation-solving information (yes route of step S109), the game processing is restarted (step S110).

[0078] The situation-solving information server 3 receives the game progress information that is transmitted from the game terminal 1 together with the request for situation-solving information (step S201). Upon reception of the game progress information, the situation-solving information server 3 judges a level that matches the player based on the game progress information by using the matched level judgment table 33 (step S202).

[0079] Situation-solving information corresponding to the matched level that was judged at step S202 is extracted from the situation-solving information database 33 (step S203), and the extracted situation-solving information is supplied (transmitted) as a reply to the request source game terminal 1 (step S204).

[0080] As described above, the processing of the situation-solving information server 3 may be such that the situation-solving information server 3 makes a judgment every time game progress information is sent from each game terminal 1 without accumulating received pieces of game progress information. This realizes efficient server operation of the situation-solving information server 3.

[0081] Next, the configuration of each game terminal 1 will be described briefly. FIG. 9 is a block diagram showing an exemplary configuration of each game terminal 1 according to this embodiment. As shown in FIG. 9, the game terminal 1 is configured in such a manner that a CPU 14, a ROM 15, a RAM 16, a recording medium 11, an image processing section 17, a sound processing section 18, a key-pad 13, a display 12, a communication control section 19, etc. are connected to an internal bus 10.

[0082] The internal bus 10 is a line for transmitting an address signal and a data signal within the game terminal 1. The CPU 14 controls the entire operation of the game terminal 1 according to various programs recorded on the recording terminal 11. The ROM 15 stores programs, various parameters, etc. that are necessary for operation of an application such as a game program.

[0083] The RAM 16 is a memory that is used as a work area when any of various programs is executed. As already described above, the recording medium 11 may be used in such a manner that a new program and data that are transmitted from the network 4 over the line 20 that is connected to the communication control section 19 are stored therein. The image processing section 17 performs computer graphics processing etc. when a game is played or situation-solving information is displayed, for example. The sound processing section 18 performs sound processing etc. when a game is played or situation-solving information is output, for example.

[0084] The key-pad 13 is a unit through which an instruction is input according to a manipulation by a user. The display 12 is a unit for outputting an image and a sound. The communication control section 19, which is connected to the network 4 via the line 20, is an interface that is used for receiving various services from the network 4. Incorporating a modem, the communication control section 19 establishes a connection to a provider via the modem in accessing the network 4.

[0085] As described above, in this embodiment, at the time of provision of situation-solving information, the ability of a player such as game experiences, game knowledge, game situation-solving knowledge, etc. is judged based on game progress information and situation-solving information whose content is suitable for the level of the player is extracted. Proper situation-solving advice can be provided by presenting such situation-solving information to the player.

[0086] Although in the above embodiment a game terminal 1 itself accesses the situation-solving information server 3 and acquires situation-solving information in response to a manipulation by a player, the invention is not limited such a case. A configuration is possible in which the situation-solving information server 3 itself collects pieces of game progress information of players by polling so as to be able to provide situation-solving information of a matched level with optimum timing.

[0087] Such a configuration will be described below as a second embodiment of the invention. FIG. 10 is a chart showing a communication procedure according to the second embodiment of the invention. It is assumed that a game terminal, a game server, and a situation-solving information server have the same configurations and functions as the above-described game terminal 1, game server 2, and situation-solving information server 3.

[0088] As shown in FIG. 10, the situation-solving information server polls game terminals via the network. The polling is performed regularly, for example. The polling interval may be one hour or one day. The subjects of polling (game terminals) may be reserved by players in advance, or set according to an arbitrary rule.

[0089] In a game terminal, game progress information is generated (in the same manner as in the first embodiment) in response to polling and sent to the situation-solving information server. A reply to the polling is made in this manner. In the situation-solving information server, situation-solving information suitable for the level of the player is extracted based on the game progress information acquired by the polling in the same manner as in the first embodiment and supplied to the game terminal.

[0090] The difficulty of each scene (map) can be measured by utilizing the above-described polling. That is, progress statuses of respective players can be recognized collectively by performing polling. This is done by performing statistical analysis using the standstill time and the number of times of requesting of each map. If the difficulty is high and hence it is necessary to provide detailed situation-solving information at an early stage, the matched level may be set high for a small number of times of requesting; that is, it is necessary to reconstruct the matched level judgment table. It is also necessary to reconstruct the situation-solving information database accordingly.

[0091] Such reconstruction can be attained by the following processing. FIG. 11 is a flowchart showing a level reconstruction operation with polling and FIG. 12 shows an example of level reconstruction. When polling is performed by the situation-solving information server (step S301), pieces of game progress information are collected from respective game terminals (step S302).

[0092] The difficulty of each map is judged based on the thus-collected pieces of game progress information (step S303). For a map that is high in difficulty, level reconstruction is performed so that more detailed situation-solving information is provided at a stage when the number of times of requesting is small or the standstill time is short. The matched level judgment table and the situation-solving information database are reconstructed according to the above level reconstruction (step S304).

[0093] For example, if it is judged that there are many players who are stuck for a long time with the map No. 4, level reconstruction may be so performed that the situation-solving information that is currently provided to a level-A player is provided to a level-B player instead. The level reconstruction operation is completed after the above alteration is reflected in the related components.

[0094] In the above manner, the difficulty of each map can easily be recognized by polling. As a result, an environment in which situation-solving information suitable for a player can be provided can always be secured in an optimum state.

[0095] Further, the timing of provision of situation-solving information may be controlled by judging, based on pieces of game progress information that are collected by polling, whether situation-solving information should be or need not be supplied to a player now.

[0096] Such a control can be realized by the following processing. FIG. 13 is a flowchart showing a situation-solving information providing operation at the time of polling. In the situation-solving information server, when polling is performed (step S401), pieces of game progress information are collected from respective game terminals (step S402).

[0097] The standstill status of each player is judged based on the thus-collected pieces of game progress information (step S403). For example, if there is a player who is in a standstill state of level C or higher (yes route at step S404), situation-solving information corresponding to the level is sent at this time point (step S405). This makes it to possible to save, at an earlier stage, a player who is stuck.

[0098] If it is judged that there is a player who is in a standstill state of level D or lower (No route at step S404), situation-solving information is not provided at this time point and the process is finished.

[0099] As described above, the utilization of polling makes it possible to easily recognize the standstill statuses of respective players and to provide situation-solving information with optimum timing.

[0100] As described above, according to the invention, at the time of provision of situation-solving information, the ability of a player such as game experiences, game knowledge, game situation-solving knowledge, etc. is judged based on game progress information and situation-solving information whose content is suitable for the level of the player is extracted. Proper situation-solving advice can be provided by presenting such situation-solving information to the player. 

What is claimed is:
 1. A method for supplying situation-solving information online from a server apparatus to game terminals, comprising: under the control of the server apparatus, when receiving a request for situation-solving information from one of the game terminals, extracting, from pieces of situation-solving information that are stored in advance, situation-solving information that is suitable for a status indicated by current and past game progress information that has been sent together with the request; and supplying the extracted situation-solving information to the game terminal as a reply to the request; and under the control of each of the game terminals, when requesting, in response to a manipulation by a player, the server apparatus to supply situation-solving information, sending the server apparatus current game progress information and past game progress information that is already stored, and storing the current game progress information; and when receiving situation-solving information from the server apparatus as a reply to the request, displaying the received situation-solving information, whereby supply of situation-solving information is realized.
 2. The method according to claim 1 , further comprising, under the control of the server apparatus, collecting pieces of game progress information from the game terminals by polling, determining a level of difficulty of each event occurring location based on the pieces of game progress information that have been collected from the game terminals, and assigning a more detailed level of situation-solving information when the level of determined difficulty is higher.
 3. The method according to claim 1 , comprising, under the control of the server apparatus, collecting pieces of current and past game progress information from the game terminals by polling, determining a game terminal that is in a standstill state that is of a predetermined level based on the pieces of current and past game progress information that have been collected from the game terminals, extracting situation-solving information corresponding to a standstill location for the determined game terminal, and supplying the extracted situation-solving information to the determined game terminal.
 4. A method for supplying situation-solving information online from a server apparatus to game terminals, comprising: under the control of the server apparatus, when receiving a request for situation-solving information from one of the game terminals, determining a game progress status based on current and past game progress information that has been sent together with the request; extracting, from pieces of situation-solving information that are stored in advance so as to be classified into levels that are correlated with game progress statuses, situation-solving information of a level that is correlated with the determined game progress status; and supplying the extracted situation-solving information to the game terminal as a reply to the request; and under the control of each of the game terminals, when requesting, in response to a manipulation by a player, the server apparatus to supply situation-solving information, sending the server apparatus current game progress information and past game progress information that is already stored, and storing the current game progress information; and when receiving situation-solving information from the server apparatus as a reply to the request, displaying the received situation-solving information, whereby supply of situation-solving information is realized.
 5. The method according to claim 4 , comprising, under the control of the server apparatus, extracting more detailed situation-solving information as the game progress status becomes worse.
 6. The method according to claim 4 or 5 , comprising: under the control of each of the game terminals, measuring a standstill time with reference to a present time for a location for which situation-solving information is requested repeatedly among event occurring locations; and sending the measured standstill time to the server apparatus in such a manner that the measured standstill time is included in the current and past game progress information; and under the control of the server apparatus, determining a game progress status further based on the standstill time.
 7. The method according to claim 4 or 5 , comprising: under the control of each of the game terminals, counting the number of times of requesting with reference to a present time for a location for which situation-solving information is requested repeatedly among event occurring locations; and sending the measured number of times of requesting to the server apparatus in such a manner that the measured number of times of requesting is included in the current and past game progress information; and under the control of the server apparatus, determining a game progress status further based on the number of times of requesting.
 8. A method for supplying situation-solving information online from a server apparatus to game terminals, comprising: under the control of the server apparatus, recording a frequency of requesting of situation-solving information for each location where an event may occur as a game proceeds; when receiving a request for situation-solving information from one of the game terminals, extracting, from pieces of situation-solving information that are stored in advance so as to be correlated with the event occurring locations, situation-solving information that is suitable for a status indicated by game progress information that has been sent together with the request and includes information indicating an event occurring location and a recorded frequency of requesting that corresponds to the event occurring location; and supplying the extracted situation-solving information to the game terminal as a reply to the request; and under the control of each of the game terminals, when requesting, in response to a manipulation by a player, the server apparatus to supply situation-solving information, sending the server apparatus game progress information that includes information indicating an event occurring location; and when receiving situation-solving information from the server apparatus as a reply to the request, displaying the received situation-solving information, whereby supply of situation-solving information is realized.
 9. The method according to claim 8 , wherein pieces of situation-solving information are stored in advance the pieces of situation-solving information being classified into levels that are correlated with frequencies of requesting and that are more detailed for a level corresponding to a higher frequency of requesting, the method further comprising, under the control of the server apparatus, judging an event occurring location based on game progress information sent from one of the game terminals from among the pieces of situation-solving information stored in advance, judging a level of the event occurring location based on a corresponding recorded frequency of requesting, and extracting situation-solving information corresponding to the judged level.
 10. The method according to claim 8 or 9 , comprising, under the control of each of the game terminals, storing current game progress information when requesting situation-solving information; and, under the control of the server apparatus, extracting situation-solving information further based on current and past game progress information.
 11. The method according to any one of claims 1, 4, and 8, further comprising, under the control of each of the game terminals, establishing a connection to the server apparatus at a time point of requesting situation-solving information in response to the manipulation by the player in a case where a video game is being played offline.
 12. The method according to any one of claims 1, 4, and 8, wherein each of the pieces of situation-solving information includes data to be used for reproducing a computer graphic image.
 13. The method according to any one of claims 1, 4, and 8, wherein each of the pieces of situation-solving information includes data to be used for reproducing a sound.
 14. The method according to any one of claims 1, 4, and 8, wherein each of the pieces of situation-solving information includes data to be used for reproducing a computer graphic image and a sound.
 15. The method according to claim 12 , further comprising, under the control of each of the game terminals, changing a viewing point arbitrarily in response to a manipulation of the player when displaying the situation-solving information by reproducing the computer graphic image.
 16. The method according to any one of claims 1, 4, and 8, further comprising, under the control of each of the game terminals, scrolling a displayed picture in response to a manipulation by the player when displaying the situation-solving information.
 17. The method according to any one of claims 1, 4, and 8, further comprising, under the control of each of the game terminals, changing a page of a displayed picture in response to a manipulation by the player when displaying the situation-solving information.
 18. The method according to any one of claims 1, 4, and 8, further comprising, under the control of each of the game terminals, zooming part or all of a displayed picture in response to a manipulation by the player when displaying the situation-solving information.
 19. A computer-readable recording medium on which a program for realizing a method for supplying situation-solving information online from a server apparatus to game terminals is recorded, the program causing a computer to execute: under the control of the server apparatus, when receiving a request for situation-solving information from one of the game terminals, extracting, from pieces of situation-solving information that are stored in advance, situation-solving information that is suitable for a status indicated by current and past game progress information that has been sent together with the request; and supplying the extracted situation-solving information to the game terminal as a reply to the request; and under the control of each of the game terminals, when requesting, in response to a manipulation by a player, the server apparatus to supply situation-solving information, sending the server apparatus current game progress information and past game progress information that is already stored, and storing the current game progress information; and when receiving situation-solving information from the server apparatus as a reply to the request, displaying the received situation-solving information, whereby supply of situation-solving information is realized.
 20. The recording medium according to claim 19 , wherein the program causes the computer to further execute, under the control of the server apparatus, collecting pieces of game progress information from the game terminals by polling, determining a level of difficulty of each event occurring location based on the pieces of game progress information that have been collected from the game terminals, and assigning a more detailed level of situation-solving information when the level of determined difficulty is higher.
 21. The recording medium according to claim 19 , wherein the program causes the computer to execute, under the control of the server apparatus, collecting pieces of current and past game progress information from the game terminals by polling, determining a game terminal that is in a standstill state that is of a predetermined level based on the pieces of current and past game progress information that have been collected from the game terminals, extracting situation-solving information corresponding to a standstill location for the determined game terminal, and supplying the extracted situation-solving information to the determined game terminal.
 22. A recording medium on which a program for realizing a method for supplying situation-solving information online from a server apparatus to game terminals is recorded, the program causing a computer to execute: under the control of the server apparatus, when receiving a request for situation-solving information from one of the game terminals, determining a game progress status based on current and past game progress information that has been sent together with the request; extracting, from pieces of situation-solving information that are stored in advance so as to be classified into levels that are correlated with game progress statuses, situation-solving information of a level that is correlated with the determined game progress status; and supplying the extracted situation-solving information to the game terminal as a reply to the request; and under the control of each of the game terminals, when requesting, in response to a manipulation by a player, the server apparatus to supply situation-solving information, sending the server apparatus current game progress information and past game progress information that is already stored, and storing the current game progress information; and when receiving situation-solving information from the server apparatus as a reply to the request, displaying the received situation-solving information, whereby supply of situation-solving information is realized.
 23. The recording medium according to claim 22 , wherein the program causes the computer to execute, under the control of the server apparatus, extracting more detailed situation-solving information as the game progress status becomes worse.
 24. The recording medium according to claim 22 or 23 , wherein the program causes the computer to execute: under the control of each of the game terminals, measuring a standstill time with reference to a present time for a location for which situation-solving information is requested repeatedly among event occurring locations; and sending the measured standstill time to the server apparatus in such a manner that the measured standstill time is included in the current and past game progress information; and under the control of the server apparatus, determining a game progress status further based on the standstill time.
 25. The recording medium according to claim 22 or 23 , wherein the program causes the computer to execute: under the control of each of the game terminals, counting the number of times of requesting with reference to a present time for a location for which situation-solving information is requested repeatedly among event occurring locations; and sending the measured number of times of requesting to the server apparatus in such a manner that the measured number of times of requesting is included in the current and past game progress information; and under the control of the server apparatus, determining a game progress status further based on the number of times of requesting.
 26. A computer-readable recording medium on which a program for realizing a method for supplying situation-solving information online from a server apparatus to game terminals is recorded, the program causing a computer to execute: under the control of the server apparatus, recording a frequency of requesting of situation-solving information for each location where an event may occur as a game proceeds; when receiving a request for situation-solving information from one of the game terminals, extracting, from pieces of situation-solving information that are stored in advance so as to be correlated with the event occurring locations, situation-solving information that is suitable for a status indicated by game progress information that has been sent together with the request and includes information indicating an event occurring location and a recorded frequency of requesting that corresponds to the event occurring location; and supplying the extracted situation-solving information to the game terminal as a reply to the request; and under the control of each of the game terminals, when requesting, in response to a manipulation by a player, the server apparatus to supply situation-solving information, sending the server apparatus game progress information that includes information indicating an event occurring location; and when receiving situation-solving information from the server apparatus as a reply to the request, displaying the received situation-solving information, whereby supply of situation-solving information is realized.
 27. The recording medium according to claim 26 , wherein pieces of situation-solving information are stored in advance, the pieces of situation-solving information being classified into levels that are correlated with frequencies of requesting and that are more detailed for a level corresponding to a higher frequency of requesting, and wherein the program further causes the computer to execute, under the control of the server apparatus, judging an event occurring location based on game progress information sent from one of the game terminals from among the pieces of situation-solving information stored in advance, judging a level of the event occurring location based on a corresponding recorded frequency of requesting, and extracting situation-solving information corresponding to the judged level.
 28. The recording medium according to claim 26 or 27 , wherein the program causes the computer to execute, under the control of each of the game terminals, storing current game progress information when requesting situation-solving information; and, under the control of the server apparatus, extracting situation-solving information further based on current and past game progress information.
 29. The recording medium according to any one of claims 19, 22, and 26, wherein the program causes the computer to further execute, under the control of each of the game terminals, establishing a connection to the server apparatus at a time point of requesting situation-solving information in response to the manipulation by the player in a case where a video game is being played offline.
 30. The recording medium according to any one of claims 19, 22, and 26, wherein each of the pieces of situation-solving information includes data to be used for reproducing a computer graphic image.
 31. The recording medium according to any one of claims 19, 22, and 26, wherein each of the pieces of situation-solving information includes data to be used for reproducing a sound.
 32. The recording medium according to any one of claims 19, 22, and 26, wherein each of the pieces of situation-solving information includes data to be used for reproducing a computer graphic image and a sound.
 33. The recording medium according to claim 30 , wherein the program causes the computer to further execute, under the control of each of the game terminals, changing a viewing point arbitrarily in response to a manipulation of the player when displaying the situation-solving information by reproducing the computer graphic image.
 34. The recording medium according to any one of claims 19, 22 and 26, wherein the program causes the computer to further execute, under the control of each of the game terminals, scrolling a displayed picture in response to a manipulation by the player when displaying the situation-solving information.
 35. The recording medium according to any one of claims 19, 22, and 26, wherein the program causes the computer to further execute, under the control of each of the game terminals, changing a page of a displayed picture in response to a manipulation by the player when displaying the situation-solving information.
 36. The recording medium according to any one of claims 19, 22, and 26, wherein the program causes the computer to further execute, under the control of each of the game terminals, zooming part or all of a displayed picture in response to a manipulation by the player when displaying the situation-solving information.
 37. A game system in which situation-solving information is supplied online from a server apparatus to game terminals, comprising: the server apparatus for: recording a frequency of requesting of situation-solving information for each of locations where an event may occur as a game proceeds; when receiving a request for situation-solving information from one of the game terminals, extracting, from pieces of situation-solving information that are stored in advance so as to be correlated with the event occurring locations, situation-solving information that is suitable for a status indicated by game progress information that has been sent together with the request and includes information indicating an event occurring location and a recorded frequency of requesting that corresponds to the event occurring location; and supplying the extracted situation-solving information to the game terminal as a reply to the request; and the game terminals each for: when requesting, in response to a manipulation by a player, the server apparatus to supply situation-solving information, sending the server apparatus game progress information that includes information indicating an event occurring location; and when receiving situation-solving information from the server apparatus as a reply to the request, displaying the received situation-solving information.
 38. A server apparatus used in a game system in which situation-solving information is supplied online from the server apparatus to game terminals, comprising: a recording device that records a frequency of requesting of situation-solving information for each of locations where an event may occur as a game proceeds; an extracting device that extracts, when a request for situation-solving information is received from one of the game terminals, from pieces of situation-solving information that are stored in advance so as to be correlated with the event occurring locations, situation-solving information that is suitable for a status indicated by game progress information that has been sent together with the request and includes information indicating an event occurring location and a frequency of requesting that is recorded in the recording device and corresponds to the event occurring location; and a supplying device that supplies the situation-solving information extracted by the extracting means to the game terminal as a reply to the request.
 39. A game terminal used in a game system in which situation-solving information is supplied online from a server apparatus to the game terminal, the game terminal comprising: a requesting device that, in requesting the server apparatus to supply situation-solving information in response to a manipulation by a player, sends the server apparatus game progress information including information that indicates an event occurring location, wherein the server apparatus records a frequency of requesting of situation-solving information for each of locations where an event may occur as a game proceeds, extracts, when receiving a request for situation-solving information from one of the game terminals, from pieces of situation-solving information that are stored in advance so as to be correlated with the event occurring locations, situation-solving information that is suitable for a status indicated by game progress information that has been sent together with the request and includes information indicating an event occurring location and a recorded frequency of requesting that corresponds to the event occurring location, and supplies the extracted situation-solving information to the game terminal as a reply to the request; and a display that displays, when situation-solving information is received from the server apparatus as a reply to the request, the received situation-solving information.
 40. The recording medium according to claim 31 , wherein the program causes the computer to further execute, under the control of each of the game terminals, changing a viewing point arbitrarily in response to a manipulation of the player when displaying the situation-solving information by reproducing the computer graphic image.
 41. The recording medium according to claims 32, wherein the program causes the computer to further execute, under the control of each of the game terminals, changing a viewing point arbitrarily in response to a manipulation of the player when displaying the situation-solving information by reproducing the computer graphic image.
 42. The method according to claims 13, further comprising, under the control of each of the game terminals, changing a viewing point arbitrarily in response to a manipulation of the player when displaying the situation-solving information by reproducing the computer graphic image.
 43. The method according to claim 14 , further comprising, under the control of each of the game terminals, changing a viewing point arbitrarily in response to a manipulation of the player when displaying the situation-solving information by reproducing the computer graphic image. 